I mentioned on another thread that i would like to see the Jedi Seer group from Knights of the Old Republic. I would like to see them all get a new ability, i would call it something like Future Sight.

Future Sight: This character's activation may count as zero, one or two activations. Immune to the special ability that effects characters activations.

It would help to make the group of Seers playable as a theme team, without being a CE and not affecting other characters

I must admit I don't get this ability, but the wording is probably throwing me off. As I read it, if I have a bunch of these in my squad, I can activate all of them without them counting towards my 2(1) activations that phase.

Yeah, bad wording. Goal was to make it where u could activate only one character a go and not need to add a commander giving that ability. I was also thinking about them being able to activate as a third activation and not counting against your two normal activations (guess that is why i said zero). Some activation control for a jedi squad. Hope that is a little clearer.

Yeah, bad wording. Goal was to make it where u could activate only one character a go and not need to add a commander giving that ability. I was also thinking about them being able to activate as a third activation and not counting against your two normal activations (guess that is why i said zero). Some activation control for a jedi squad. Hope that is a little clearer.

I know we already have many Anakins, but I think it would be great to see "Anakin, The Chosen One" with an ability that matches what he did in SWCWs last episode where he levitated the griffin and gargoyle to him.

The ability could either be to pull 1 or 2 enemies to a square adjacent to this mini. We could potentially make it activate the enemy character it pulls in based off of a save of 11 or something like that. I don't know what the range should be, or how many force points we should have it cost, but it could add a fun new force power to the game that will add a new strategy as well.

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We still want your comments and suggestions, but I'm moving this over to the Community Involvement section to help clean up the number of announcements we have.

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Imperial Stormtrooper TransportEmpireHit Points: 80Defense: 18 Attack: 6Damage: 30 (turreted heavy laser cannon)Special Abilities:Huge BaseFlightHeavy Transport (This character can transport up to 2 Large allies, or 4 Medium, or 4 Small allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, Advantageous Cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)Mounted WeaponMobile attackRigidSpeed 7

Chariot LAVFringeHit Points: 70Defense: 17 Attack: 5Damage: 20 (turreted laser cannon)Special Abilities:Huge BaseFlightHeavy Transport (This character can transport up to 2 Large allies, or 4 Medium, or 4 Small allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, Advantageous Cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)Mounted WeaponGreater Mobile attackTriple attackRigidSpeed 10

AT-PTFringeHit Points: 60Defense: 18 Attack: Use Driver's and/or passengers Attack Score at -2 (Characters with Gunner ability do not get penalty)Damage: 30Special Abilities:Large BaseStable FootingVehicle (This character automatically skips its turn at the end of a round unless operated by a driver. Character can transport 2 Medium, or 2 Small allies that end their moves adjacent to it. Designate an ally as a driver, Remove these allies from the battle grid; they move simultaneously with this character as though they had Stable Footing, Advantageous Cover, and are considered adjacent to it. Transported Characters cannot make attacks, while inside the vehicle, but can use the vehicle's weapon(s). A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 16.)Mounted WeaponGreater Mobile attackDouble attackGrenades 20Speed 8

That really is the issue with threads like this. As a designer, I'm not going to wade through 17 pages of characters. Every once in a while, AdmMotti makes a great summary thread. That summary thread is great for designers to figure out what is the most popular mini (Jania Sword of the Jedi appeared because of this).

Especially like this one, I was thinking just the other day about possible new factions. The only one that really made sense are the Hapans who have been a consistent force in the galaxy for a long time, there is also enough characters to have a decent start as well:Prince IsolderThere are three major Queen mothers including Tenal Ka.Hapan piratesPilotsguardsdiplomatsoldierPlenty of decent pieces for a small fleshed out faction. alternatively if they didn't want to create a new faction, you could have a special ability in a fringe faction called Hapan (this character can only be in a squad with fringe characters)Then you could have Hapans, Chiss, Killiks, Svvi-Ruu (misspelt that one for sure), Dathamori, and I'm sure there are others as well that deserve some specific even mini-faction love.

Anyways I have also been working on some ideas which I will unveil over the next bit. There is ALOT and I apologize if they have been suggested before.

Separatist

Argente Passal (gotal merc)Cost 30HP 50Def 13Atk 4Dmg 10SAUniqueEvadeProject Instinction (Replaces turn: living enemy characters within 12 squares gain savage and -4 defence until the end of the round, they can avoid this effect with a save of 6. Characters that fail this save join the opponents squad until the end of the round.

Captain Mar Tuk, Tactical GeniusCost 45HP 40Def 14Atk 5Dmg 10SAUniqueTactician +4Separatist reserves 30CEAs long as a droid in your squad has line of sight to an enemy you can choose to activate 1, 2, or 3 characters that turn, this includes droid and savage characters

Tri-Droid (octupturra)Same stats as current one but also give:60 HPGas Self Destruct (when this character is defeated, all living characters within 6 squares take 20 damage of poison)Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round)

Muckrucker Same stats but add:Sure footedMuckrucker (at the end of this characters turn, one enemy within 6 squares is activated this round, save 16)

Cortosis Super Battle DroidCost 18HP 50Def 14Atk 4Dmg 20SADroidDamage Reduction 10Cortosis 18 (when this character rolls a 18 or higher with parry, an attacking enemy with a lightsaber has -20 damage for the rest of the skirmish)

Tactical Droid (Guard Droid)Cost 16HP 50Def 15Atk 4Dmg 10SADroidRelay OrdersOverrideTactician +4CE At the end of this characters turn you may move one follower up to it's speed, this does not count as ativating that character this turn

Cradossk (Bossk father) with SA: Characters with Mercenary who start their activation within 6 squares of this character lose the mercenary movement restriction. (limited range "empathy" for Mercenary)

So some ideas:First the most powerful being in the star wars mythosAbeloth (a fringe piece)Cost 150HP 200Def 25Atk 20Dmg 30SAUniqueAncient One (this character cannot be on a squad with any unique charactersMelee AttackQuadrouple AttackTwin AttackMelee Reach 6Greater Mobile AttackAvoid DefeatRegeneration 20Force 3Force Renewal 3Master of the Force 3Master Illusion (force 1, when hit by an attack, this character takes no damage unless the attacker makes a save of 16)Sith Hunger 3 (Force 3, replaces attacks: range 6: 60 damage to target living enemy, and remove 60 damage from this character, if the target has force points remaining, transfer 2 force points from the target to this character)Force Dominate

I know very sick, but you remember how hard she was to take down, repeatedly in the books.

SithVestara KhaiCost 23HP 60Def 17Atk 8Dmg 20SAUniqueMelee AttackOppurtunistAffinity for new republic with BenSynergy with BenShikkar (once per skirmish, when this character makes a melee attack, it deals +30 damage on a living enemy)Force 2Lightsaber DefenseKnight Speed

Cradossk (Bossk father) with SA: Characters with Mercenary who start their activation within 6 squares of this character lose the mercenary movement restriction. (limited range "empathy" for Mercenary)

How bout a sergeant or captain or whatever he was, Dessel. Sith Army commanderish kind of character. He would have to have crazy range and accuracy to fit canon. I would also like to see the mando from Fatal Alliance. A generic Hutt would be cool.

Dude! Gen. Gre. I love the idea of Abeloth and Aestara. I thought Vestara would make a cool mini while I was reading the book.

Thanks, I also thinking exactly the same thing. I loved the book, and after seeing and using Ben Skywalker in the most recent set, am very interested to see how the developers would create these pieces. I hope they make Vestera kind of like this one, she works well with Ben and they complete each other pretty well.

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